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jtoddcoleman

City Sieging Explored

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Hey gang,

 
Today's update focuses on City Sieging -- a key element of the Crowfall vision.  Building, defending and sieging of fortifications is a primary focus of the Campaign design, and the activity around which most (if not all) the win conditions will be centered. At a high level, this system should allow players to build fortified strongholds dynamically in the world (i.e. dropping castle wall segments, towers, buildings, etc) and then using those fortifications as a combination "home base/staging area" to control the surrounding area and the materials produced there.  
 
This video walks through an example of a City Siege scenario between two guilds... and we've also updated the FAQ a bit, to fix a few errors and clarify the idea a bit. 
 

Apr_7_2015_YoutubeThumb.png

 

A few notes on this scenario:
 
- yes, it's simplified -- and it also covers a lot of ground, quickly!  This is meant to be a companion piece to the Campaign FAQ, so if you have questions, read the FAQ first!
 
- this scenario would be most likely to occur in late Summer or Fall of the Campaign, since the guild in question appears relatively secure in their position and the local points of interest are discovered/well-known.  
 
- the Bloodstones ruleset was created with a secondary purpose: technically, the second guild (Kane's Fist) isn't shown as "owning" a city.  This ruleset would open up the possibility for a landless guild (i.e. a mercenary company, or as we like to call them, a "band of roving thugs") to generate victory points and win the Campaign.  Easy?  No.  Possible?  Maybe!
 
Additionally, remember that this is a high-level description; things like warmth and construction time, placement of siege equipment and material production aren't referenced, to keep the scenario simple.  In actual gameplay, the tactical decisions made by each team prior to the siege would likely provide a huge "swing factor" and dramatically alter the outcome.  
 
Again, this is only an example!  And as the video says, the most important thing to remember is: YOU GUYS will decide if this is a valid scenario/strategy, or not!  These aren't scripted events. Our job is to provide the tools; your job is to figure out how to use them to your advantage.
 
That's it for today! Beginning this week, we will be posting game-related updates on Tuesdays and Fridays with occasional founders/team updates on Wednesdays. So, more to come later this week, and thanks again as always!
cleardot.gif

J Todd Coleman

ArtCraft Entertainment, Inc.

Follow us on Twitter @CrowfallGame | Like us on Facebook

[Rules of Conduct]

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I loved that in the beginning Todd was talking about so many different scenarios.

Really awesome that they try and design the mechanics in such a way that as many scenarios as the players can think of will be possible, atleast in some way.

 

Can't wait to see the actual sieging of a city.

Should be so awesome to see!


"Nearly all men can stand adversity, but if you want to test a man's character, give him power." - Abraham Lincoln

A solid quote, I'd say.

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 the most important thing to remember is: YOU GUYS will decide if this is a valid scenario/strategy, or not!  These aren't scripted events. Our job is to provide the tools; your job is to figure out how to use them to your advantage.

 

This is the most important thing to me in regards to the mechanics of this game. I am so glad you guys have continuously stuck to leaving it as open as possible.

 

This is a good update, I like what's presented...and it gives us something to ponder for a bit. (Which is what we need judging by GC, hah). Thanks.


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I can see this scenario happening because: While Guild 1 is chasing the bloodstone, they don't know their city is being attacked.

 

and I can NOT see this scenario happening because: Coordinated guilds probably will use some sort of Skype/teamspeak communication system, so they WILL know the siege is happening as soon as it begins. Unless the map is incredibly huge and takes a while to traverse.

 

 

But I'm still incredibly delighted to know that this IS a valid possibility and that you're allowing players to follow through with it or any other strategies they can think of.

 

Faith in online gaming restored.

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Additionally, remember that this is a high-level description; things like warmth and construction time, placement of siege equipment and material production aren't referenced, to keep the scenario simple.  In actual gameplay, the tactical decisions made by each team prior to the siege would likely provide a huge "swing factor" and dramatically alter the outcome.  

 
Again, this is only an example!  And as the video says, the most important thing to remember is: YOU GUYS will decide if this is a valid scenario/strategy, or not!  These aren't scripted events. Our job is to provide the tools; your job is to figure out how to use them to your advantage.

 

Environmental variables should be interesting. Siege equipment being productively geographically placed sounds like it will be extremely important.

 

I really liked the last part about using the tools to your advantage. The fun part will be sorting out what systems the dev teams put into place for us to use in our toolbox.  

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Hypeship is about to take of..

Sounds great, especially the intent of creating a lot of strategic variety

 

And THANK YOU for regular updates

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Hey boss, so this is how you will inform us from now on?

 

They make whole dynamically created random worlds with unique rules and they add voxels that are affedted by physics.

Meanwhile im trying to figure the differance between calling JPanels repaint method and JFrames repaint method

 

Nerdtalk

 

 

They both actually take the repaint method from same parent, which is component, but calling repaint on my frame and calling repaint on my main panel for some reason shows diffrent results

 

Update:

Figured out why

 

 

Edited by Eren

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I can see this scenario happening because: While Guild 1 is chasing the bloodstone, they don't know their city is being attacked.

 

and I can NOT see this scenario happening because: Coordinated guilds probably will use some sort of Skype/teamspeak communication system, so they WILL know the siege is happening as soon as it begins. Unless the map is incredibly huge and takes a while to traverse.

What will actually happen is that 1500 chinese players will sit in the keep while they send another 2500 out.


7ug90hM.png


 


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Tully! Can someone type out what Tully said, I didn't quite catch the actual words....

Jk. Jk.

I like this bloodstone ruleset!

Something something Big Ben something something God Save The Queen.


☆ We are in a positive posting drought, so just post. Be the change you want the forums to be. Go wild. Just follow your positive posting star. ☆
☆:*´¨`*:.•.¸¸.•´¯`•.♥.•´¯`•.¸¸.•..:*´¨`*:.☆

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While it's great that you're keeping the scenarios and ideas behind the sieging open ended (as it should be), any chance you're willing to explain a bit more about the Victory Points and current thinking on how they work in relation to... everything?  

  1. How can points be earned
  2. What activities award more points
  3. How can we track points
  4. How do points work in various campaigns (Dregs vs Shadow vs Infected, etc)
  5. How do points work for guildless solo players
  6. etc

Scenarios are strategies that play out, which is good to think about.  When it comes to sieging and attacking and the like, game meta will determine how that goes.  But since everything revolves around campaigns and now you've hinted at Victory Points for the first time (I believe?), we'd love to hear more about how these affect the entire world/game :)


Gaunsaku

Elder, Lords of the Dead

lotd.org

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What will prevent Guild A and Guild B colluding together to spawn more bloodstones than they would otherwise get for a simple defense?  How do you make it more valuable to the defending guild to NOT have their fort destroyed as opposed to destroying it as often as possible to get more stones then rebuild it?

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Doesn't Tully have a honeymoon to be on?  :wub:  :wub:  :wub:  :wub:

 

Thank you all for the video and the post, it is a nice graphic description. Sadly, I didn't get much new out of it personally. It is always nice to hear you release bits on the part of the game that matters so much to us though, I hope you continue this trend and help set the appropriate message! I assume the next update will be as follows:

 

Hunger Rhinocerotidae and Why You Should Bring One to Every Siege

 

 

 

What will prevent Guild A and Guild B colluding together to spawn more bloodstones than they would otherwise get for a simple defense?  How do you make it more valuable to the defending guild to NOT have their fort destroyed as opposed to destroying it as often as possible to get more stones then rebuild it?

 
Sounds like emergent game-play to me.
Edited by Adall

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ok...I love the whole concept of city sieges...and was hoping to see/read more stuff about that....

 

and we did..sort of...but actually what we got was a video covering part of the combat FAQ...fair enough...

 

here's my thing...part of me is VERY happy at the tidbots of new that were let slipped....we now know building our city involves wall and building

placement...a HUGE sigh of relief here...

 

downside...and I'm only giving my Opinion here.....I think I truly despise the completely artificial bloodstone gimmick... imo it reeks of all I tend not to like..

 

my concern is that this chasing all over for completely artificial "win conditions" will forcivly drag gameplay into just that....games...as opposed to a "warsim"

 

I'll probably just have to get over it.....call me silly...but I just want the Player driven conflict and politics...not game mechanics imposed on a "war"

 

could just be me...


FIQw0eP.png

let the Code build the World and it's Laws....let the Players build the rest...

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Doesn't Tully have a honeymoon to be on?  :wub:  :wub:  :wub:  :wub:

 

Thank you all for the video and the post, it is a nice graphic description. Sadly, I didn't get much new out of it personally. It is always nice to hear you release bits on the part of the game that matters so much to us though, I hope you continue this trend and help set the appropriate message! I assume the next update will be as follows:

 

Hunger Rhinocerotidae and Why You Should Bring One to Every Siege

 

 

 
 
Sounds like emergent game-play to me.

 

If there are communities doing this, then that would be exploiting a poorly thought out system.  There would need to be a greater benefit to the owner of the fort/castle to keep it in one piece as opposed to breaking it down to farm bloodstones.

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I think that the scenarios are going to be dictated by the most efficient way to earn and/or keep victory points.  I don't know enough about the mechanics of sieges to know whether or not escorting a bloodstone, while leaving my city vulnerable, is worth the risk.  A band of non city owning thugs or mercenaries would need a good reason to bother with trying to attack and burn a city in a head on attack, and that includes using a diversionary force.  

 

A good scenario would be that City 1 needs vital resources from its surrounding area to build or maintain itself, and mercenaries or thugs could be used to interrupt supply lines needed to keep the city going.  Victory Points (VP's) could be earned from several ways...

 

1. A percentage of player kills, on one side or the other, in the area

2. A percentage of raw materials recovered

3. A percentage of infrastructure destroyed or saved

4. A percentage of successfully completed supply runs that resulted in a turn in of supplies

 

Tactics are based around risk vs reward.  If it is less risky to sit in the city to defend it, then that is what players will do.  If they have to run supply routes to keep the city alive, then they have to divide their forces. 

 

We need to see the core foundation of sieges (what they are, why they are needed, what you gain, and what you lose), and the benefits, or lack thereof, related to owning or living in a player or guild run city.  Then we can theorycraft strategies based around the combat environment we are provided. 

Edited by hades-lotd

rSHxVEY.gif

Guildmaster, LotD

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ok...I love the whole concept of city sieges...and was hoping to see/read more stuff about that....

 

and we did..sort of...but actually what we got was a video covering part of the combat FAQ...fair enough...

 

here's my thing...part of me is VERY happy at the tidbots of new that were let slipped....we now know building our city involves wall and building

placement...a HUGE sigh of relief here...

 

downside...and I'm only giving my Opinion here.....I think I truly despise the completely artificial bloodstone gimmick... imo it reeks of all I tend not to like..

 

my concern is that this chasing all over for completely artificial "win conditions" will forcivly drag gameplay into just that....games...as opposed to a "warsim"

 

I'll probably just have to get over it.....call me silly...but I just want the Player driven conflict and politics...not game mechanics imposed on a "war"

 

could just be me...

This

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